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Pages matching "widelands" in Launchpad

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  • Widelands is a strategy game aiming for gameplay similar to Settlers II by BlueByte. In this game, you start out on a small piece of land with nothing more than a few of useful resources. Using those, you can build yourself an empire with many thousands of inhabitants. On your way towards this goal, you will have to build up an economic infrastructure, explore the lands around you and face enemies who are trying to rule the world just like you do. Official mirror of https://github.com/widelands/widelands Help translate the game: https://wl.widelands.org/wiki/TranslatingWidelands/
    Registered by Dan O'Huiginn on 2007-03-23
  • joined on 2010-12-26, with 0 karma
119 of 2880 other pages matching "widelands"
  • The Widelands Development Team is proud to announce the immediate availability of Widelands Build 21. Widelands is a free, cross-platform economy strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world.
  • The Widelands Development Team is proud to announce the immediate availability of Widelands Build 19. Widelands is a free, cross-platform strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world.
  • The Widelands Development Team is proud to announce the immediate availability of Widelands Build 19. Widelands is a free, cross-platform strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world.
  • The Widelands Development Team is proud to announce the immediate availability of build 18 of Widelands. Widelands is a free, cross-platform strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world.
  • If the translations still do not work try to set the variable language in the widelands config file to an existing locale of your system. Hans Joachim Desserud (hjd) said on 2010-09-08: #2: Thanks Timowi, that solved my question. Hans Joachim Desserud (hjd) said on 2010-09-08: #3: Thanks, that seemed to work. ...
  • Playing WL with the build from Tino (bzr6727) I got the graphic bug you can see in the attached screenshot. The build was installed over an existing installation and I play the map "Trident of Fire" as scenario. Closing WL and load the last auto save fix the problem. I do not know what trigger this bug. When it occurred I was busy building my food production and the building selection window ...
  • With the newly added water animation (looks great, btw) the animated ducks now look a bit odd. Instead of floating on the waves, it looks like they are jumping up and down on the water. I think the animations should be tweaked slightly to fit better to the current wave pattern.
  • Currently the healing of retreated soldiers inside the military buildings seems to be "first in - fist healed". Once the system starts to heal a soldier, it goes on until this one is fully healed. The next one in line seems to be the next one who entered the building. If I was to optimze the procedure, I would always heal the most valuable soldier available first. (higher levels). If this is ...
  • Immer wieder fallen mir einzelne Wörter auf, die falsch geschrieben sind oder ein Leerzeichen fehlt (Kleinigkeiten halt). Leider habe ich noch keine Möglichkeit gefunden, diese dann in den 'Translations' zu suchen, - und alles durchklicken wäre wohl ziemlich irrational! Oder gibts so was wie eine Volltextsuche in Launchpad bzw. nur in Widelands?
  • Two days ago i played and finished the atlantean mission with r6952. Today i loaded one of the automatic savegames (atl_build.wgf, renamed) with r6958. After some time i got the task to build the horsefarm and warehouse (atl_1_build_horsefarm.wgf). These two buildings already existed at this point. Now you can play the game a long time (still_no_trigger.swf), but the water rising does not start
  • widelands build19-rc1 Assigned to: Nobody Me Remote Watch: None, the status of the bug is updated manually. None, the status of the bug is updated manually. URL: The information about this bug in Launchpad is automatically pulled daily from the remote bug. Comment on this change (optional) ...
  • After installing r7343 on Win7 from Tino's page, some texts are not displayed correctly (see attached screenshot). I have also tried to re-install Widelands, but that did not help. In the stdout.txt, I found the following lines: Font file not found. Falling back to serif: serif Could not find file: could not find file or directory: i18n/fonts/serif There is indeed no folder "serif" in that ...
  • In the Barbarians directory, there are two animals: deer and wildboar. The gamekeeper can create them. In the world folder, no wildboar is defined. The Barbarian deer is the same as the world's stag (the world's deer is different). I suggest to remove the deer and to move the wildboar to the world (it should then be accessible in the editor).
  • widelands build19-rc1 Assigned to: Nobody Me Remote Watch: None, the status of the bug is updated manually. None, the status of the bug is updated manually. URL: The information about this bug in Launchpad is automatically pulled daily from the remote bug. Comment on this change (optional) ...
  • When one animal enters operating area of multiple hunters, all of them will start chasing it, but only the fastest hunter will succeed and others will return without prey. Unfortunately, this behavior occurs even when more than one animal is in sight. It decreasing productivity of hunters and some assignment of animal to one hunter might be beneficial (same situation as tree is assigned to ...
  • widelands build19-rc1 Assigned to: Nobody Me Remote Watch: None, the status of the bug is updated manually. None, the status of the bug is updated manually. URL: The information about this bug in Launchpad is automatically pulled daily from the remote bug. Comment on this change (optional) ...
  • Changed in widelands: assignee: nobody → SirVer (sirver) milestone: none → build19-rc1 SirVer (sirver) wrote on 2016-01-16: #3: I believe this is fixed in trunk through renderqueue & texture atlas. please reopen if you see it after 7708. Changed in widelands: status: Confirmed → Fix Committed ...
  • Steps to reproduce: - Make sure the option "Do not zip Widelands data files" is selected. - Create a map and save it. - In the map's folder, place some files (an empty init.lua is enough). - Go to the editor, open the map and save it under the same name. Expected result: The scripting files remain untouched. Actual result: The scripting folder is empty.
  • The different worlds each have a conf-file which lists the different immovable types which may be placed. Among these are the trees, for instance: tree4_m=_Maple (medium) tree4_s=_Maple (small) tree4_t=_Maple (tiny) I've always found these sizes a bit odd since medium is usually the middle value and there is no large/big/huge/etc trees. Is there a reason why this scheme was chosen? I wonder if ...
119 of 2880 other pages matching "widelands"